Spell save DC: 8 + Proficiency bonus + CHA
modifier
Spell attack modifier: Proficiency bonus + CHA
modifier
Sorcerous origin feature - Elemental Affinity:
Starting at 6th level, when you cast a spell that deals damage of the
type associated with your draconic ancestry, you can add your Charisma
modifier to one damage roll of that spell. At the same time, you can
spend 1 sorcery point to gain resistance to that damage type for 1
hour.
Sorcery points: 6
You can transform unexpended sorcery points into one spell slot
as a bonus action on your turn. The Creating Spell Slots table shows the
cost of creating a spell slot of a given level. You can create spell
slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you
finish a long rest.
Converting a Spell Slot to Sorcery Points. As a bonus action on
your turn, you can expend one spell slot and gain a number of sorcery
points equal to the slot’s level.
Cantrips
Casting Time
Range/Area
Components
Duration
Attack/Save
Damage/Effect
1 Action
10 ft
V, S
1 Hour
None
Utility
This spell is a minor magical trick that novice spellcasters use for
practice. You create one of the following magical effects within
range:
You create an instantaneous, harmless sensory effect, such as a
shower of sparks, a puff of wind, faint musical notes, or an odd
odor.
You instantaneously light or snuff out a candle, a torch, or a small
campfire.
You instantaneously clean or soil an object no larger than 1 cubic
foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a
surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in
your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of
its non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.
Casting Time
Range/Area
Components
Duration
Attack/Save
Damage/Effect
1 Action
Touch (20-ft sphere)
V, M*
1 Hour
DEX Save
Creation
You touch one object that is no larger than 10 feet in any dimension.
Until the spell ends, the object sheds bright light in a 20-foot radius
and dim light for an additional 20 feet. The light can be colored as you
like. Completely covering the object with something opaque blocks the
light. The spell ends if you cast it again or dismiss it as an
action.
If you target an object held or worn by a hostile creature, that
creature must succeed on a Dexterity saving throw to avoid the
spell.
* - a firefly or phosphorescent moss
Casting Time
Range/Area
Components
Duration
Attack/Save
Damage/Effect
1 Action
30 ft (5 ft cube)
S
Instantaneous
None
Control
You choose a portion of dirt or stone that you can see within range
and that fits within a 5-foot cube. You manipulate it in one of the
following ways:
If you target an area of loose earth, you can instantaneously
excavate it, move it along the ground, and deposit it up to 5 feet away.
This movement doesn’t have enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone,
spelling out words, creating images, or shaping patterns. The changes
last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to
become difficult terrain. Alternatively, you can cause the ground to
become normal terrain if it is already difficult terrain. This change
lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two
of its non-instantaneous effects active at a time, and you can dismiss
such an effect as an action.
Casting Time
Range/Area
Components
Duration
Attack/Save
Damage/Effect
1 Action
60 ft
V, S
Instantaneous
DEX Save
Acid
You hurl a bubble of acid. Choose one or two creatures you can see
within range. If you choose two, they must be within 5 feet of each
other. A target must succeed on a Dexterity saving throw or take 1d6
acid damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6),
11th level (3d6), and 17th level (4d6).
Casting Time
Range/Area
Components
Duration
Attack/Save
Damage/Effect
1 Action
10 ft
V, S
Instantaneous
CON Save
Poison
You extend your hand toward a creature you can see within range and
project a puff of noxious gas from your palm. The creature must succeed
on a Constitution saving throw or take 1d12 poison damage.
This spell’s damage increases by 1d12 when you reach 5th level
(2d12), 11th level (3d12), and 17th level (4d12).
Level 1
Casting Time
Range/Area
Components
Duration
Attack/Save
Damage/Effect
1 Action
Touch
V, S, M*
8 Hours
None
Buff
You touch a willing creature who isn’t wearing armor, and a
protective magical force surrounds it until the spell ends. The target’s
base AC becomes 13 + its Dexterity modifier. The spell ends if the
target dons armor or if you dismiss the spell as an action.
* - a piece of cured leather
Casting Time
Range/Area
Components
Duration
Attack/Save
Damage/Effect
1 Action
Self (15 ft cube)
V, S
Instantaneous
CON Save
Thunder
A wave of thunderous force sweeps out from you. Each creature in a
15-foot cube originating from you must make a Constitution saving throw.
On a failed save, a creature takes 2d8 thunder damage and is pushed 10
feet away from you. On a successful save, the creature takes half as
much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of
effect are automatically pushed 10 feet away from you by the spell’s
effect, and the spell emits a thunderous boom audible out to 300
feet.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by 1d8 for each
slot level above 1st.
Casting Time
Range/Area
Components
Duration
Attack/Save
Damage/Effect
1 Action
30 ft
V, S
1 Hour
WIS Save
Charmed
You attempt to charm a humanoid you can see within range. It must
make a Wisdom saving throw, and does so with advantage if you or your
companions are fighting it. If it fails the saving throw, it is charmed
by you until the spell ends or until you or your companions do anything
harmful to it. The charmed creature regards you as a friendly
acquaintance. When the spell ends, the creature knows it was charmed by
you.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can target one additional
creature for each slot level above 1st. The creatures must be within 30
feet of each other when you target them.
Level 2
Casting Time
Range/Area
Components
Duration
Attack/Save
Damage/Effect
1 Action
120 ft
V, S
Instantaneous
Ranged
Fire
You create three rays of fire and hurl them at targets within range.
You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes
2d6 fire damage.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you create one additional ray for
each slot level above 2nd.
Casting Time
Range/Area
Components
Duration
Attack/Save
Damage/Effect
1 Action
Self
V, S, M*
1 Minute
WIS Save
Detection
For the duration, you can read the thoughts of certain creatures.
When you cast the spell and as your action on each turn until the spell
ends, you can focus your mind on any one creature that you can see
within 30 feet of you. If the creature you choose has an Intelligence of
3 or lower or doesn’t speak any language, the creature is
unaffected.
You initially learn the surface thoughts of the creature—what is most
on its mind in that moment. As an action, you can either shift your
attention to another creature’s thoughts or attempt to probe deeper into
the same creature’s mind. If you probe deeper, the target must make a
Wisdom saving throw. If it fails, you gain insight into its reasoning
(if any), its emotional state, and something that looms large in its
mind (such as something it worries over, loves, or hates). If it
succeeds, the spell ends. Either way, the target knows that you are
probing into its mind, and unless you shift your attention to another
creature’s thoughts, the creature can use its action on its turn to make
an Intelligence check contested by your Intelligence check; if it
succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape
the course of its thoughts, so this spell is particularly effective as
part of an interrogation.
You can also use this spell to detect the presence of thinking
creatures you can’t see. When you cast the spell or as your action
during the duration, you can search for thoughts within 30 feet of you.
The spell can penetrate barriers, but 2 feet of rock, 2 inches of any
metal other than lead, or a thin sheet of lead blocks you. You can’t
detect a creature with an Intelligence of 3 or lower or one that doesn’t
speak any language.
Once you detect the presence of a creature in this way, you can read
its thoughts for the rest of the duration as described above, even if
you can’t see it, but it must still be within range.
* - a copper piece
Level 3
Casting Time
Range/Area
Components
Duration
Attack/Save
Damage/Effect
1 Action
120 ft (20 ft cube)
V, S, M*
Instantaneous
DEX Save
Bludgeoning
Choose a point you can see on the ground within range. A fountain of
churned earth and stone erupts in a 20-foot cube centered on that point.
Each creature in that area must make a Dexterity saving throw. A
creature takes 3d12 bludgeoning damage on a failed save, or half as much
damage on a successful one. Additionally, the ground in that area
becomes difficult terrain until cleared. Each 5-foot-square portion of
the area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases by 1d12 for each
slot level above 3rd.
* - a piece of obsidian
Casting Time
Range/Area
Components
Duration
Attack/Save
Damage/Effect
1 Action
120 ft
V, S
Instantaneous
None
Control
Choose one creature, object, or magical effect within range. Any
spell of 3rd level or lower on the target ends. For each spell of 4th
level or higher on the target, make an ability check using your
spellcasting ability. The DC equals 10 + the spell’s level. On a
successful check, the spell ends.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, you automatically end the effects of
a spell on the target if the spell’s level is equal to or less than the
level of the spell slot you used.
Metamagic
You can use only one Metamagic option on a spell when you cast it,
unless otherwise noted.
When you cast a spell that forces other creatures to make a saving
throw, you can protect some of those creatures from the spell’s full
force. To do so, you spend 1 sorcery point and choose a number of those
creatures up to your CHA modifier (minimum of one creature). A chosen
creature automatically succeeds on its saving throw against the
spell.
When you cast a spell that has a range of 5 feet or greater, you can
spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1
sorcery point to make the range of the spell 30 feet.
Current Equipment
Weapons
Longbow from Quill (5/8/21)
2 bronze daggers (unoxidized)
Arcane focus and weapon: bronze quarterstaff, partially oxidized
(1d6; versatile 1d8, aka if 2 hand attack)
Travel
explorer’s pack:
duffel bag
bedroll
mess kit
tinderbox
10 torches
10 days rations
waterskin
50 ft hempen rope
Food/Medicine
9 new bread rolls
Huge bottle of fantasy tropicana orange juice
little bottle of painkiller elixir
Personal
trinket: shard of obsidian that’s always warm
last letter sent from Astera, a month before I returned and she was
gone
book keeping receipts of jobs done in the past
spare set of common clothes (similar design to current)
Milo is a 24-year old halfling from Three Peppers, a
small community in southeast Tarrin that specialized in soybean and rice
production. He was the first one in town to show signs of a draconic
bloodline in many years. As a copper dragon-based sorceror (acid), his
powers were not particularly helpful to the town, so he was mostly left
alone; the area has a history of draconic-lineage sorcerors, and there
was little discrimination.
Milo grew up working on the farm, attending the local village school,
and picking up the basics of self defense with a
quarterstaff, which she now carries. As she got older,
she developed an interest in her family history; she spent a lot of time
digging through old books and diaries in the attic, and the local
library, trying to figure out her draconic heritage. Her younger sister,
Astera, was a precocious kid and would often accompany her up to the
attic, sharing roast beef sandwiches in the dusty space.
Astera herself also displayed some dragon scaling, but as it wasn’t
the distinctive markers of “useful” powers (such as fire/cold control),
she too was left alone. She was more interested in the artifacts in the
attic; she discovered a trinket, a shard of obsidian
that’s always warm, which gave Milo very bad vibes but which she
kept.
When Astera was 15, Milo 19, the villagers found her experimenting
with her magic in the fields, realizing that her green scale pattern
indicated poison-based powers, and that she had poisoned several fields
of crops. It’s questionable whether or not this was intentional on her
part. Regardless, they demanded she be banished, at least until she
learned to control her powers, so Milo took her to a sorcerors’ boarding
school in Wellspring, called The Sanshi School of
Sorcerors, with headmistress Ban Zhao (Venerable Madame
Cao). Before Milo left, she gave them the obsidian to keep
safe.
Milo signed a five-year contract with the East India Long
Haul Trucker Group, Inc., looking to make some money to put her
through boarding school and support their parents back at home. He
visits her at school several times, and she seems to be flourishing.
While on his contract, Milo befriended several people across different
towns.
Three years after Astera started boarding school, Milo went to visit
her, as they were between gigs, and discovered that the entire school
had disappeared. There was a new building in a more modern architectural
style where the school had been, and upon questioning locals and local
authorities, no one else could remember the school.
Milo decides that their parents cannot know what has
happened to Astera (while she was ostensibly under his watch) and
embarks on a journey to collect more information about Astera’s school’s
disappearance, worried and distraught. He tells their parents that she
is doing well at school but can’t visit home because of her busy
curriculum. Milo feels guilty, both for losing Astera and for misleading
their parents, but worries that the shock will do great damage against
their failing health.
She spends a month searching for any leads, and finds nothing. She
returns to her job and continues asking around in the towns the job
takes her; she still has two contracted years to finish.
The campaign starts near the end of Milo’s contract, when she’s 24.
She has not found any real leads yet.
Relationships
Age
160 (teen)
Race
Elf
Class
Cleric
Role
High Priestess (Oracle)
Status
Friend
Milo’s person-to-be-escorted/bodyguarded. Milo trusts her, does not
think she has ill intent, but does think she is beholden to higher
powers that may have ill intent. Thinks her crush on Atticus is funny,
and teases her about it.
Age
12 (adult)
Race
Kenku
Class
Fighter of some sort?
Role
Bodyguard
Status
Friend
Good fellow. Doesn’t talk much, but would definitely have Milo’s
back.
Age
Dad (300)
Race
Elf
Class
??? Has a demon. Sucks blood
Role
Bodyguard
Status
Colleague
Milo trusts Ukirian to have his back, mostly, but there is something
secret Ukirian is holding back. Like, he would have Milo’s back, unless
something came up, and what is the something?
Also the whole incident with the very weird stabbing situation.
Something was off there.
Age
20
Race
Dwarf? Halfling? Lil guy
Class
Bard (?)
Role
Bodyguard
Status
Friend
He’s just a little guy. Milo thinks he’s a little too trusting but
likes having him around.
Furgle: Beloved goat. Eats Milo’s bread rolls.
Age
??
Race
Fae
Class
??
Role
Guide while in fae wild
Status
Colleague
Milo is suspicious of her mostly because they have been told many
times not to trust fey. However, she did get them out of the fae wild
mostly successfully, and she drank their orange juice, so she might be
pretty ok after all.
Age
17
Race
Human
Class
??
Role
King of the Southern Isles
Status
Higher-up
King of the Southern Isles, on the verge of being ousted? Like 17
years old. Dude, someone get this guy a non-evil vizier so he can catch
a break. Milo trusts him as a person but not necessarily as a king.
Thinks his crush on Rose is funny, but is too intimidated by his status
to tease him about it.
Others
Astera Rainleaf
Milo’s younger sister. Loving relationship, though she’s been missing
for almost two years. Presumed alive, based on Leaf’s intel.
Leaf (Astera’s acquaintance)
Gnome. Charm Person’ed him once while he was trying to attack us, or
Atticus, or something. He knows something about Astera but questioning
was mostly futile, except the confirmation that she was out there
somewhat recently, still kicking. Question him further.
Queen Blanche
Go off girl! Milo thinks she is the most adept (of the available
options) to be the next high ruler or whatever. Committed voter fraud in
her name.
Captain Thorne
Hot.
Literally any of the Oracle’s keepers
priests/priestesses
THOSE GUYS SUCK! Well Orym can have a pass. I guess.
Anarchy (inn/stable keeper)
Inn/stable owner in Queenstown; a strong believer in anarchy, wiry
and witty, I’ve stopped at their place for rest stops.
The campaign stopped here when visiting Queenstown.
Serena (tavern owner)
Tavern owner in Leeside, big-boned woman who makes killer shepherd’s
pie and will freely discuss history/culture over a meal.
Peder (store owner)
Store owner on outskirts of Sonis, brusquely efficient, good prices
for quality goods, did him a favor delivering something for free once so
he owes me a small favor.